github holdmysocks/rusty-mcla v0.11.0
Rusty MCLA 0.11.0

4 hours ago

Added

  • OPTIONS > GAME > STICK DEAD ZONE (issue #28). An extra round dead zone on both sticks, 0 to 50 % in steps of 5, so steering, cameras, the map and the menus all read the same stick; the rest of the travel is stretched back to full tilt. OFF is the default and reads the stick as before. This is the port's own option (not in the original), saved to settings.toml and applied at once.
  • Police (issue #17), more of the original's rules:
    • Patrol cars that were moved land on the rail at the rail's speed, and units may patrol again at the end of an untimed race.
    • Offences: the pay for hitting a prop (250), a police car (600) or another car (130); a red light counts when you enter a new junction; the speed limit comes from the road node within 10 m. The stop sign does nothing, as in the original.
    • The police radio follows the original's rules (freeway enter and exit, hard hit, nitrous, a new line every 15 to 30 s, and one gate for every line: its own frequency, and a playing line is only cut by a higher priority). The siren lights the street from 2 m above the car; a hit lights the target for 2 s.
    • RACE AGAIN while the police are on you is the plain box (YES restarts, NO stays).
    • A wager's race is the hangout's next of its three, NEXT WAGER too.
  • A telephone challenge is a race against the caller, in his own car (or motorcycle), with the options page as the original has it: laps of a circuit and the difficulty, no traffic, clock, weather, power-ups or last man out.
  • A challenged hookman runs to the start line the way the original drives him (issue #27). He no longer backs up at the start.
  • Plants sway in the wind as the original's, in the models and in the far tree tiles; the far tiles of trees and plants match the original's shape and filtering (issue #14).
  • Traffic cars light the road at night with the original's head lamp cones, and new traffic cars inherit their light slots as the original's pool does (issue #14).
  • The engine sound sits where the original puts it (issue #29): in the bumper and driver views straight ahead of the listener, so it no longer moves left and right with the steering; in the chase views it follows the car as before.

Fixed

  • Races whose checkpoints were all on the start line (issues #27 and #19). The easy layout of some races (the Promenade circuit among them) was read as the start grid, so every checkpoint sat on the grid and the racers drove backwards. All 86 easy scripts are checked against what the original reads: 2 were wrong, none now.
  • Props fell through the ground (issues #19 and #17). When several cars share the physics, a knocked prop could lose its contact with the ground; and a prop made of a solid shape (a utility box's base) had no contact at all. Both are fixed, so props stay on the road and no longer pile up in the simulation.
  • The game grew in memory without end in free roam (issue #19): about 9.5 MB for every second of play went to caches that never let go (traffic plates, decoded sounds, city textures). They are now released, with the port's own limits.
  • Less hitching (issue #19): sector loading takes only its share of a frame, the navigation mesh is read at start-up, and the audio device check no longer runs on the game thread. The log's frame line now shows where the UI's time goes.
  • The map on the pad (issue #26): Y, X, Back and Start counted again and again while the map was open, so the mission log did not open from the map and Start could switch the road overlay (MAP MODE) on the next time. They count once now.
  • The mission log lesson of a race no longer leaves the game standing still (issue #30): the box waited for you to answer and the clock stayed at 0 when it was dismissed without the log.

Known issues

This is still an early release. Expect bugs; please report problems on GitHub.

Update

  • This update changes the game program only (the launcher has no change but its version number); the install data version is unchanged, so there is no rebuild offered. An install built before 0.5.0 has no pond water shader file yet, and the fountain basins and ponds keep their generic look until the game data is built again.
  • If something goes wrong, Export Logs on the Support tab, and Settings > General can go back to the previous game version.

Game

  • Not everything on the police list is done yet: how easily you get pulled over, how the cops ram and parts of the busted scenes are still being worked through.
  • The pad's stick dead zone and the map's pad fixes have not been tried with a real drifting pad here.
  • DirectX 12 has been tried on very few machines, and its first start takes a few minutes while shaders compile.
  • Mods are being implemented slowly and are not ready to use.
  • The pad and rumble fixes have not been tried with a real pad here (PS4 pad especially), and the sound fix has not been confirmed on the machine that had no sound.
  • The GT-R's tuning, sound and cameras are borrowed from other cars, because the disc has none of its own.
  • Some sounds are approximations: the opponents' engine blend uses speed only, the traffic's obstacle, lane-limit and emergency-brake sounds are stand-ins, the junction warning follows the port's signalled junctions, the wipeout loops follow the port's wipeout flag, and the air-ride sounds are not played.
  • Delivery and garage icons on the minimap are in the wrong place or have the wrong design.
  • South Central's two hangout entries are not armed, and the rear-view mirror is an option that you have to switch on.
  • Gear shifts at the start of a race can look delayed.
  • Two-wheel-drive cars pull slightly harder than they should. Some bike behaviours (stoppie, burnout), some particle effects and parts of the pedestrian behaviour are approximations.
  • The far city and a few places at dusk and dawn differ slightly from the original.
  • Online play is not available.

Settings and extras not available yet

  • The launcher shows the display and performance options, but the game reads settings.toml when it starts; changes in the game's OPTIONS pages are applied at once and saved. Ultrawide handling and upscaling are not available. Fullscreen has been tried on one machine only (on DX12 it runs borderless), and choosing a second monitor has not been tried.
  • Custom music (including Spotify), controller adaptive triggers and racing wheels are not available. The launcher's Music tab is a locked preview.

Launcher

  • Windows only for now. Linux and macOS are planned and only compile-checked.
  • It is not code-signed, so Windows may show "Windows protected your PC". Choose More info, then Run anyway, after checking the SHA-256 below.
  • It needs the Microsoft Edge WebView2 runtime (built into Windows 11 and current Windows 10) and about 14 GB of free space for the game data, plus the disc image itself.
  • Only the Xbox 360 Complete Edition (USA, Europe) disc image is supported. PS3 saves can only be imported from the US release.
  • The launcher's fallback through github.com has not been tried on a network that really blocks the API host. The Gamepad tab is read-only and does not show the layout yet. Only English is available.

Install and update

New here? Download RustyMCLA.exe, put it in a folder of its own and start it; it walks you through the setup. You need your own disc image of the Xbox 360 version of the game (Midnight Club: Los Angeles, Complete Edition). Nothing of the game is included.

Already installed? The launcher offers this update by itself. You can always skip it.

The launcher is not code-signed, so Windows may show "Windows protected your PC". Choose More info, then Run anyway, after comparing the SHA-256 below with your download.

Build

Built on GitHub Actions from commit a1b1d4b2d5995d29e4f11a1fc142d7b2f11c81f7: https://github.com/holdmysocks/rusty-mcla/actions/runs/41150951458

SHA-256:

61a798a5540fe1e537d6885a885e626a1eb97ec804e2bed31c096334e744ee58  RustyMCLA.exe
e114315a0fa6c4a69eafa6db9c035fe3aff7aeec89ff754a6a1022e716c78c27  game-0.11.0.zip

This is an unofficial fan project. It is not affiliated with or endorsed by Rockstar Games or Take-Two Interactive. It is licensed under the GNU General Public License, version 3 only.

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